The did this before when Everquest was huge. They created Everquest Online Adventures for xbox or something. It was awful, it was 1/4 the content of EQ and I still think you had to pay a monthly fee. The EQ community laughed at it relentlessly.

Also FFXI was originally created for consoles. I never played it but assumed it was far easier to play on a computer.

You have to make it compatible with both, so control schemes and communication is pretty awkward.

And with consoles, you don't have the same player base. On the xbox, most players say "I pay for live, why should I pay for this game too when I can just play something else?" and with PS3, most players say "Why would I pay for online play when I can just play online for free?"

And then if you make it a free to play game, you have to include a million and one shitty microtransactions or you make no money.

Long story short, it is not fiscally wise for developers to make MMOs on consoles.

I've found that everything is alot easier on computer then console. I hated the original halo on console because I was so bad at it. The second I played it on a friends computer, I turned into a expert player that couldn't be touched (even after I still disliked Halo).

My friends purposely plays shooters on consoles because (and I agree with him) that its just far too easy on computers, and playing a console gives it that difficult edge he's looking for.

I think console MMOs can be done. Cross-platforming can be as well, but they need to work their asses off for it to function properly and not be a giant piece of shit.

Undead Labs is making their zombie MMO on a console. The thing about making console MMOs is that it needs to feel like a console game. The only difference between a console MMO and a normal console game is that there are a bunch of people in a massive world. Read what Undead Labs is talking about, specifically the latest article, and you'll know what I'm trying to get at. In the case of a zombie MMO, it's like taking Left 4 Dead and making it Left 5,000+ Dead. Sounds horrible at first, since who the hell wants a bunch of people clogging their streets? But that's the thing: It's a massive world. Toss a bunch of people in and you'll still have space for your party of 4 to sneak about dark alleyways in pure terror. A massive zombie-riddled world filled with players just makes sense. Although something like Silent Hill wouldn't work, since that goes against the story. That's besides the point though.

The Secret World is trying to do a cross-platform thing. Luckily, it sounds like their interface will work pretty much the same on both consoles and computers though. Less hotkey stuff, more menu stuff. Which works with the gameplay, since I'm pretty sure it's not point-and-click. And I guess that's what it comes down to: Console games are always twitch-based, while PC MMOs are typically point-and-click. Keep everything twitch-based (without the hotkeys and numbers decorating the bottom of your screen) and it'll feel more fluid, making the shift to console easily.

If the control scheme is simple on the keyboard, then it'll be simple on the console. Which means that an MMO can't be ported over, but needs to be originally created for both. Preplanning and such.

But this can sometimes lead to one being a lot better than the other, which is usually the case with competitive shooters. When they cross consoles like that, PC players can stomp Xbox players 8 times out of 10.